-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathspacer.4th
869 lines (771 loc) · 19.4 KB
/
spacer.4th
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
\ Spacer, a 2-d space shooter program written in FORTH for AgonLight.
\ Loosely inspired by TI Parsec.
\ Copyright 2024. L.C. Benschop.
\ Released under GPLv3
\ Requires Agon Forth 0.2x, VDP 1.04 or 2.x.
\ stupid random number generator
FORGET SEED
VARIABLE SEED
: RANDOMIZE 0 ." Press any key to start game." BEGIN 1+ KEY? UNTIL KEY DROP SEED ! ;
: RANDOM \ max --- n ; return random number < max
SEED @ 1103515245 * 12345 +
DUP SEED ! UM* NIP ;
: VWAIT
HALT ;
CREATE PLAYFIELD 1200 ALLOT
VARIABLE #SHIPS
VARIABLE SCORE
VARIABLE BONUS-SCORE
VARIABLE FUEL
VARIABLE LIFT
VARIABLE LEVEL
VARIABLE LOCKED \ Lock out the laser hitting the ship immediately again
VARIABLE QUITTING
: UDG
CREATE C,
DOES> DUP C@ 8 * $F000 + SWAP 1+ SWAP 8 CMOVE ;
\ UDGs for background (all yellow).
11 UDG BG0
$FF C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C,
17 UDG BG1
$80 C, $C0 C, $E0 C, $F0 C, $F8 C, $FC C, $FE C, $FF C,
23 UDG BG2
$01 C, $03 C, $07 C, $0F C, $1F C, $3F C, $7f C, $FF C,
29 UDG BG3
$7E C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C, $FF C,
132 UDG LASER-G
$00 C, $00 C, $00 C, $FF C, $00 C, $00 C, $00 C, $00 C,
133 UDG MIS1
$00 C, $00 C, $7F C, $FF C, $7F C, $00 C, $00 C, $00 C,
134 UDG MIS2
$00 C, $01 C, $FF C, $FE C, $FF C, $01 C, $00 C, $00 C,
8 UDG SHIP1 \ Green
$0F C, $4F C, $6F C, $FF C, $FF C, $6F C, $4F C, $0F C,
14 UDG SHIP2
$F0 C, $F8 C, $FC C, $FF C, $FF C, $FC C, $F8 C, $F0 C,
21 UDG FUEL-GAUGE \ red
$00 C, $00 C, $FF C, $FF C, $FF C, $FF C, $00 C, $00 C,
13 UDG EN1-1 \ magenta
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $3F C, $0F C,
19 UDG EN1-2
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $FC C, $F0 C,
24 UDG EN1-1A \ same ship in cyan
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $3F C, $0F C,
30 UDG EN1-2A
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $FC C, $F0 C,
20 UDG EN1-1B \ same ship in green
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $3F C, $0F C,
26 UDG EN1-2B
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $FC C, $F0 C,
12 UDG EN2-1 \ Cyan
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $31 C, $C1 C,
18 UDG EN2-2
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $8C C, $83 C,
25 UDG EN2-1A \ same ship in magenta
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $31 C, $C1 C,
31 UDG EN2-2A
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $8C C, $83 C,
10 UDG EN2-1B \ same ship in blue
$0F C, $3F C, $7F C, $E6 C, $E6 C, $7F C, $31 C, $C1 C,
16 UDG EN2-2B
$F0 C, $FC C, $FE C, $67 C, $67 C, $FE C, $8C C, $83 C,
\ Parts of the big ship (white)
141 UDG EN3-1
$1F C, $3F C, $7F C, $FF C, $FF C, $7F C, $3F C, $1F C,
142 UDG EN3-2
$FC C, $FE C, $FF C, $FF C, $FF C, $FF C, $FE C, $FC C,
143 UDG EN3-3
$01 C, $03 C, $07 C, $0F C, $1F C, $3F C, $7f C, $FF C,
144 UDG EN3-4
$FF C, $FE C, $FC C, $F8 C, $F0 C, $E0 C, $C0 C, $80 C,
145 UDG EN3-5
$FF C, $7F C, $3F C, $1F C, $0F C, $07 C, $03 C, $01 C,
146 UDG EN3-6
$80 C, $C0 C, $E0 C, $F0 C, $F8 C, $FC C, $FE C, $FF C,
\ Parts of the big ship, dithered (white)
1 UDG EN3-1A
$15 C, $2A C, $55 C, $AA C, $55 C, $2A C, $15 C, $0A C,
2 UDG EN3-2A
$54 C, $AA C, $55 C, $AA C, $55 C, $AA C, $54 C, $A8 C,
3 UDG EN3-3A
$01 C, $02 C, $05 C, $0A C, $15 C, $2A C, $55 C, $AA C,
4 UDG EN3-4A
$55 C, $AA C, $54 C, $A8 C, $50 C, $A0 C, $40 C, $80 C,
5 UDG EN3-5A
$55 C, $2A C, $15 C, $0A C, $05 C, $02 C, $01 C, $00 C,
6 UDG EN3-6A
$00 C, $80 C, $40 C, $A0 C, $50 C, $A8 C, $54 C, $AA C,
7 UDG EN3-INVIS
$00 C, $00 C, $00 C, $00 C, $00 C, $00 C, $00 C, $00 C,
9 UDG EXPL1 \ red
$14 C, $00 C, $8A C, $00 C, $92 C, $00 C, $44 C, $00 C,
15 UDG EXPL2
$00 C, $14 C, $00 C, $8A C, $00 C, $92 C, $00 C, $44 C,
149 UDG ASTEROID1
$0F C, $3F C, $3F C, $7F C, $F7 C, $FF C, $FB C, $FF C,
150 UDG ASTEROID2
$F0 C, $FC C, $FC C, $FE C, $EF C, $FF C, $DF C, $FF C,
151 UDG ASTEROID3
$FF C, $F7 C, $FF C, $FD C, $7F C, $7F C, $3F C, $0F C,
152 UDG ASTEROID4
$FF C, $EF C, $FF C, $7F C, $FE C, $FC C, $EC C, $F0 C,
: ,"
\G Add a counted string to the dictionary.
[CHAR] " WORD COUNT 1+ ALLOT DROP ;
CREATE NORMAL-BACKGROUND
," 0003 "
," 0001 "
," 001 "
," 03 "
," 03 "
," 03 "
," 03 "
," 002 "
," 0002 "
," 00002 "
," 00003 "
," 00003 "
," 00003 "
," 00003 "
," 000002 "
," 000003 "
," 000003 "
," 000003 "
," 000003 "
," 000003 "
," 000003 "
," 000001 "
," 00001 "
," 00002 "
," 00001 "
," 00002 "
," 000002 "
," 000003 "
," 000003 "
," 000001 "
," 00001 "
0 C,
CREATE REFUEL-BACKGROUND
," 0003 "
," 0001 "
," 001 "
," 01 "
," 02 "
," 01 "
," 0 "
," 0 "
," 0 "
," 0 02 "
," 0 03 "
," 0 002 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 0003 "
," 0 0003 "
," 0 0003 "
," 0 0001 "
," 0F003 "
," 0U003 "
," 0E003 "
," 0L0002 "
," 0 0003 "
," 0 0003 "
," 0 0003 "
," 0 0003 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 003 "
," 0 01 "
," 0 "
," 0 "
," 0 "
," 0 "
," 02 "
," 0002 "
," 00003 "
," 00001 "
0 C,
VARIABLE BGPTR
VARIABLE ROW
VARIABLE SCROLL-TIMER
VARIABLE SCROLL-PERIOD
VARIABLE LASER-TEMP
VARIABLE ADD-ENEMY-TIMER
VARIABLE ADD-ENEMY-PERIOD
VARIABLE ENEMIES-ADDED
VARIABLE ENEMIES-KILLED
VARIABLE ENEMY-MODE
VARIABLE LAST-CHAR
: NEWCHAR ( rowaddr row --- c)
BGPTR @ COUNT
ROT 27 SWAP - DUP ROT >= IF
2DROP 20 RANDOM 0= IF [CHAR] . ELSE BL THEN \ star or empty for background
LAST-CHAR @ 149 151 WITHIN IF
DROP LAST-CHAR @ 2+ \ top half char of asteroid, select bottom
ELSE
OVER 38 + DUP C@ 149 = IF
2DROP 150 \ previous colum has left top of asteroid, tkae right half.
ELSE
ENEMY-MODE @ 3 = IF
41 + C@ 149 <> 100 RANDOM 0= AND ROW @ 19 < AND IF DROP 149 THEN \ start a new asteroid if enemy-mode=3 last colum 1 cell below does not have asteroid and at random.
ELSE
DROP
THEN
THEN
THEN
ELSE
+ C@ \ pick char from counted string of background.
THEN
NIP \ discard row address
;
: SCROLL-BACKGROUND
0 ROW !
0 LAST-CHAR !
1120 0 DO
PLAYFIELD I + DUP DUP 1+ SWAP 39 CMOVE \ move row in playfield.
ROW @ NEWCHAR DUP PLAYFIELD I + 39 + C! \ add new char to the right.
LAST-CHAR !
1 ROW +!
40 +LOOP
\ select new column of background string array.
BGPTR @ COUNT + DUP C@ 0=
IF \ at end.
FUEL @ 1024 < IF
DROP REFUEL-BACKGROUND BGPTR ! \ low on fuel, then add tunnel.
10 28 AT-XY ." Time to refuel in tunnel"
4 SCROLL-PERIOD !
ELSE
DROP NORMAL-BACKGROUND BGPTR ! \ otherwise normal background.
2 SCROLL-PERIOD !
THEN
ELSE
BGPTR ! \ select next string in current array.
THEN
;
6 CONSTANT MAX-SHIPS
13 CONSTANT BYTES-PER-SHIP
\ Offset 0 state
\ 0 not active
\ 1 active, wrap around X direction
\ 2 active, stop when reaching edge in X direction.
\ 3 active, disappear when reaching edge in X direction relaunch.
\ 1 X timer
\ 2 X dir
\ 3 X rate
\ 4 X pos
\ 5 Y timer
\ 6 Y dir
\ 7 Y rate
\ 8 Y pos
\ 9-10 ship-chars
\ 11-12 background-chars
MAX-SHIPS BYTES-PER-SHIP * CONSTANT SHIP-ARRAY-SIZE
CREATE SHIP-DATA SHIP-ARRAY-SIZE ALLOT
: SET-POS-X ( y ship --- )
BYTES-PER-SHIP * SHIP-DATA + 4 + C! ;
: SET-POS-Y ( y ship --- )
BYTES-PER-SHIP * SHIP-DATA + 8 + C! ;
: SET-RATE-X ( r ship--- )
BYTES-PER-SHIP * SHIP-DATA + >R
DUP 0= IF
0 R@ 2 + C!
ELSE
DUP 0< IF
$FF R@ 2 + C!
NEGATE
ELSE
1 R@ 2 + C!
THEN
THEN
R> 3 + C! ;
: SET-RATE-Y ( r ship--- )
BYTES-PER-SHIP * SHIP-DATA + >R
DUP 0= IF
0 R@ 6 + C!
ELSE
DUP 0< IF
$FF R@ 6 + C!
NEGATE
ELSE
1 R@ 6 + C!
THEN
THEN
R> 7 + C! ;
: ADD-SHIP ( c1 c2 state ship# --- )
BYTES-PER-SHIP * SHIP-DATA + >R
R@ C! R@ 10 + C! R> 9 + C!
;
: HIDE-SHIPS
\G Hide any moving ships and missiles
SHIP-DATA SHIP-ARRAY-SIZE BOUNDS DO
I C@ IF
I 11 + @ I 4 + C@ I 8 + C@ 40 * + PLAYFIELD + !
THEN
BYTES-PER-SHIP +LOOP
;
: BOUNCE-BIG-SHIP
\ When in enemy mode 2 our enemy ship cosists of 3 smaller 2-character
\ ships that move in sync. THey move vertically. WHen they reach top or
\ bottom, reverse direction.
SHIP-DATA BYTES-PER-SHIP + 6 + C@ $FF =
SHIP-DATA BYTES-PER-SHIP + 8 + C@ 1 = AND IF
1 SHIP-DATA BYTES-PER-SHIP + 6 + C!
1 SHIP-DATA BYTES-PER-SHIP 2* + 6 + C!
1 SHIP-DATA BYTES-PER-SHIP 3 * + 6 + C!
THEN
SHIP-DATA BYTES-PER-SHIP + 6 + C@ 1 =
SHIP-DATA BYTES-PER-SHIP + 8 + C@ 20 >= AND IF
$FF SHIP-DATA BYTES-PER-SHIP + 6 + C!
$FF SHIP-DATA BYTES-PER-SHIP 2* + 6 + C!
$FF SHIP-DATA BYTES-PER-SHIP 3 * + 6 + C!
THEN
;
: MOVE-BY-RATE ( addr --- pos)
\ Alter the position of a ship as indicated by its rate.
\ addr offs 0 timer (counter incremented by rate, if exceeds 16, do the move)
\ 1 dir 00 no move, 1 increment $FF deccrement
\ 2 rate, to be added to timer each cycle
\ (if rate==16 move each cycle).
\ 3 pos is position in character cells.
>R \ Save address
R@ 2+ C@ R@ C@ + DUP $0F AND R@ C! \ Increment timer by rate
4 RSHIFT \ How much to move by (16 translates to 1, anything less to 0).
R@ 1+ C@ $FF = IF NEGATE THEN \ Decrement depending on direction.
R@ 3 + C@ + DUP \ Increment position.
0 MAX 38 MIN R> 3 + C! \ Clip position and store back (return unclipped position).
;
: MOVE-SHIPS
ENEMY-MODE @ 2 = IF BOUNCE-BIG-SHIP THEN
SHIP-DATA SHIP-ARRAY-SIZE BOUNDS DO
I C@ IF \ Is this ship active?
\ Adjust X position.
I 1+ MOVE-BY-RATE
DUP 0< IF
DROP
\ Wrap around X of to the left.
I C@ 1 = IF
38 I 4 + C!
ELSE
I C@ 3 = IF
SHIP-DATA BYTES-PER-SHIP + 4 + C@ 2-
I 4 + C! \ Appear to relaunch from main ship
SHIP-DATA BYTES-PER-SHIP + 8 + C@ I 8 + C!
THEN
THEN
ELSE
38 > IF
\ Wrap around X of to the right.
I C@ 1 = IF
0 I 4 + C!
THEN
THEN
THEN
I 5 + MOVE-BY-RATE DROP
I C@ IF
I 4 + C@ I 8 + C@ 40 * + PLAYFIELD + @
I 11 + !
THEN
THEN
BYTES-PER-SHIP +LOOP
;
: DRAW-SHIPS
SHIP-DATA SHIP-ARRAY-SIZE BOUNDS DO
I C@ IF \ Is this ship active?
I 9 + @ I 4 + C@ I 8 + C@ 40 * + PLAYFIELD + !
THEN
BYTES-PER-SHIP +LOOP
;
: SHOW-SCORE
SCORE @ BONUS-SCORE @ >= IF
2000 BONUS-SCORE +!
1 #SHIPS +!
THEN
0 29 AT-XY ." SHIPS " #SHIPS @ 3 .R SPACE
." FUEL " FUEL @ 10 RSHIFT 1+ 0 DO 21 EMIT LOOP 10 SPACES
29 29 AT-XY ." SCORE" SCORE @ 5 .R
;
: SHIP-X SHIP-DATA 4 + C@ ;
: SHIP-Y SHIP-DATA 8 + C@ ;
\ Table indexed from 8 translates first char of ship into 16-bit two chars
\ of ship of a different colour and the same shape.
CREATE LEVEL-TRANS1
0 , 0 , 0 , 0 ,
$100A , $1A14 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
\ Table indexed from 8 translates first char of ship into 16-bit two chars
\ of ship of a different colour and the same shape. Level 4 and higher.
CREATE LEVEL-TRANS2
0 , 0 , 0 , 0 ,
$1F19 , $1E18 , 0 , 0 ,
0 , 0 , 0 , 0 ,
0 , 0 , 0 , 0 ,
$1A14 , $100A , 0 , 0 ,
0 , 0 , 0 , 0 ,
: HIT-ENEMY1 ( ship-addr --- f)
LOCKED @ IF
DROP FALSE
ELSE
LEVEL @ 2 < IF
DROP TRUE
ELSE
>R R@ 9 + C@ DUP 10 = SWAP 20 = OR IF
R> DROP TRUE
ELSE
R@ 9 + C@ 8 - CELLS
LEVEL @ 4 < IF LEVEL-TRANS1 ELSE LEVEL-TRANS2 THEN
+ @ R> 9 + !
FALSE
THEN
THEN
1 LOCKED !
THEN ;
: CHANGE-TO-GRAY
$0201 SHIP-DATA BYTES-PER-SHIP + 9 + DUP >R !
$0403 R@ BYTES-PER-SHIP + !
$0605 R> BYTES-PER-SHIP 2* + !
;
: CHANGE-TO-INVIS
$0707 SHIP-DATA BYTES-PER-SHIP + 9 + DUP >R !
$0707 R@ BYTES-PER-SHIP + !
$0707 R> BYTES-PER-SHIP 2* + !
;
: HIT-ENEMY2 ( --- f )
LOCKED @ IF
FALSE
ELSE
LEVEL @ 2 < IF
TRUE
ELSE
LEVEL @ 4 < IF
SHIP-DATA BYTES-PER-SHIP + 9 + C@ 128 > IF
CHANGE-TO-GRAY FALSE
ELSE
TRUE
THEN
ELSE
SHIP-DATA BYTES-PER-SHIP + 9 + C@ 128 > IF
CHANGE-TO-GRAY FALSE
ELSE
SHIP-DATA BYTES-PER-SHIP + 9 + C@ 7 = IF
TRUE
ELSE
CHANGE-TO-INVIS FALSE
THEN
THEN
THEN
THEN
1 LOCKED !
THEN ;
: LASER-ON
SHIP-X 2+ SHIP-Y AT-XY
40 SHIP-X 2+ ?DO 132 EMIT LOOP \ show laser beam.
VWAIT
5 LASER-TEMP +!
ENEMY-MODE @ 2 = IF
SHIP-DATA BYTES-PER-SHIP +
DUP C@ 1 = OVER 8 + C@ SHIP-Y = AND SWAP 4 + C@ SHIP-X > AND
IF
\ Laser has hit main enemy ship.
HIT-ENEMY2
IF
1 ENEMIES-KILLED +!
75 SCORE +! SHOW-SCORE
SHIP-DATA BYTES-PER-SHIP + BYTES-PER-SHIP 4 * ERASE
THEN
THEN
ELSE
SHIP-DATA SHIP-ARRAY-SIZE BOUNDS BYTES-PER-SHIP + DO
I C@ 1 = IF
\ Laser has hit one or more enemy ships
I 8 + C@ SHIP-Y = I 4 + C@ SHIP-X > AND IF
I HIT-ENEMY1
IF
ENEMY-MODE @ 10 * 50 + SCORE +! SHOW-SCORE
0 I C!
1 ENEMIES-KILLED +!
THEN
THEN
THEN
BYTES-PER-SHIP +LOOP
THEN
;
\ Reset fuel for a new ship or after refueling. Get less as the game
\ gets harder.
: SET-FUEL
LEVEL @ 2 < IF
10000
ELSE
LEVEL @ 4 < IF
5000
ELSE
2500
THEN
THEN FUEL ! ;
: SHOW-EXPL
\ Show exploding ship
SHIP-X SHIP-Y AT-XY 9 EMIT 15 EMIT
2000 MS
;
: COLLISION-DETECT ( --- f)
PLAYFIELD SHIP-Y 40 * + SHIP-X + @ DUP $455546 =
IF
DROP SET-FUEL
SHOW-SCORE
10 28 AT-XY 20 SPACES
FALSE EXIT
THEN
DUP 2* OR $4040 XOR $4040 AND IF
TRUE
10 28 AT-XY ." Crashed into ground"
SHOW-EXPL
EXIT
THEN
LASER-TEMP @ 20 > IF
TRUE
10 28 AT-XY ." Laser overheated"
SHOW-EXPL
EXIT
THEN
SHIP-DATA SHIP-ARRAY-SIZE BOUNDS BYTES-PER-SHIP + DO
I C@ IF
I 8 + C@ SHIP-Y = I 4 + C@ SHIP-X - ABS 2 < AND IF
10 28 AT-XY
I C@ 1 = IF
." Collision with enemy"
ELSE
." Hit by missile"
THEN
SHOW-EXPL
UNLOOP TRUE
EXIT
THEN
THEN
BYTES-PER-SHIP +LOOP
FALSE
;
: SHOW-LIFT
0 28 AT-XY ." LIFT "
LIFT @ 32 = IF
3
ELSE
LIFT @ 16 = IF
2
ELSE
1
THEN
THEN
.
;
: INITIALIZE-LEVEL
PAGE
PLAYFIELD 1200 BLANK
SHIP-DATA SHIP-ARRAY-SIZE ERASE
8 14 2 0 ADD-SHIP
$2020 SHIP-DATA 11 + !
16 0 SET-POS-X
12 0 SET-POS-Y
SHOW-SCORE
16 LIFT !
SHOW-LIFT
0 ENEMIES-ADDED !
0 ENEMIES-KILLED !
0 LASER-TEMP !
QUITTING OFF
NORMAL-BACKGROUND BGPTR !
40 0 DO SCROLL-BACKGROUND LOOP
;
: ADD-ENEMY
ENEMIES-ADDED @ MAX-SHIPS 1- <
IF
ENEMY-MODE @ 0= IF
13 19 1 ENEMIES-ADDED @ 1+ ADD-SHIP
1 ENEMIES-ADDED +!
20 RANDOM ENEMIES-ADDED @ SET-POS-Y
38 ENEMIES-ADDED @ SET-POS-X
-12 ENEMIES-ADDED @ SET-RATE-X
0 ENEMIES-ADDED @ SET-RATE-Y
ELSE
ENEMY-MODE @ 1 = IF
12 18 1 ENEMIES-ADDED @ 1+ ADD-SHIP
1 ENEMIES-ADDED +!
20 RANDOM ENEMIES-ADDED @ SET-POS-Y
0 ENEMIES-ADDED @ SET-POS-X
12 ENEMIES-ADDED @ SET-RATE-X
0 ENEMIES-ADDED @ SET-RATE-Y
ELSE
ENEMY-MODE @ 2 = IF
\ ENEMY-MODE = 2
ENEMIES-ADDED @ ENEMIES-KILLED @ = IF
141 142 1 1 ADD-SHIP
1 ENEMIES-ADDED +!
18 RANDOM 1+ >R
R@ 1 SET-POS-Y
37 1 SET-POS-X
0 1 SET-RATE-X
4 1 SET-RATE-Y
143 144 1 2 ADD-SHIP
R@ 1- 2 SET-POS-Y
38 2 SET-POS-X
0 2 SET-RATE-X
4 2 SET-RATE-Y
145 146 1 3 ADD-SHIP
R@ 1+ 3 SET-POS-Y
38 3 SET-POS-X
0 3 SET-RATE-X
4 3 SET-RATE-Y \ Ships 1, 2 and 3 form the big white ship
\ All are making the same movement.
133 134 3 4 ADD-SHIP
R> 4 SET-POS-Y
35 4 SET-POS-X
-32 4 SET-RATE-X
\ 'ship 4' is our missile.
THEN
ELSE
1 ENEMIES-ADDED +!
ENEMIES-ADDED @ ENEMIES-KILLED !
\ Don't have enemy ships in this mode, just asteroids.
THEN
THEN
THEN
ELSE
ENEMIES-ADDED @ ENEMIES-KILLED @ =
IF
0 ENEMIES-ADDED !
0 ENEMIES-KILLED !
1 ENEMY-MODE +!
ENEMY-MODE @ 3 > IF 0 ENEMY-MODE ! 1 LEVEL +! THEN
THEN
THEN
;
: INITIALIZE-GAME
NORMAL-BACKGROUND REFUEL-BACKGROUND
2 0 DO
BGPTR !
BEGIN
BGPTR @ C@
WHILE
BGPTR @ COUNT 2DUP + BGPTR !
BOUNDS DO I C@ 48 58 WITHIN IF I C@ 48 - 6 * 11 + I C! THEN LOOP
\ Change characters in background array to UDG range.
REPEAT
LOOP
0 LEVEL !
0 LOCKED !
0 ENEMY-MODE !
3 #SHIPS !
0 SCORE !
2000 BONUS-SCORE !
SET-FUEL
2 SCROLL-PERIOD !
50 ADD-ENEMY-PERIOD !
;
: MAINLOOP
\G Main loop of teh game.
BEGIN
VWAIT
0 0 SET-RATE-X
0 0 SET-RATE-Y
HIDE-SHIPS
CASE $201 C@
[CHAR] 1 OF 8 LIFT ! SHOW-LIFT ENDOF
[CHAR] 2 OF 16 LIFT ! SHOW-LIFT ENDOF
[CHAR] 3 OF 32 LIFT ! SHOW-LIFT ENDOF
11 OF LIFT @ NEGATE 0 SET-RATE-Y 0 $201 C! ENDOF
10 OF LIFT @ 0 SET-RATE-Y 0 $201 C! ENDOF
8 OF -16 0 SET-RATE-X 0 $201 C! ENDOF
21 OF 16 0 SET-RATE-X 0 $201 C! ENDOF
BL OF LASER-ON 0 $201 C! ENDOF
27 OF QUITTING ON 0 #SHIPS ! ENDOF
ENDCASE
LASER-TEMP @ IF
-1 LASER-TEMP +!
ELSE
0 LOCKED !
THEN
1 SCROLL-TIMER +!
SCROLL-TIMER @ SCROLL-PERIOD @ >= IF
SCROLL-BACKGROUND
0 SCROLL-TIMER !
THEN
1 ADD-ENEMY-TIMER +!
ADD-ENEMY-TIMER @ ADD-ENEMY-PERIOD @ >= IF
ADD-ENEMY
0 ADD-ENEMY-TIMER !
THEN
FUEL @
IF
-1 FUEL +!
ELSE
2 0 SET-RATE-Y \ Force ship to hit the ground if no more fuel.
THEN
FUEL @ $3FF AND $3FF = IF SHOW-SCORE THEN
MOVE-SHIPS
COLLISION-DETECT IF QUITTING ON -1 #SHIPS +! SET-FUEL THEN
DRAW-SHIPS
PLAYFIELD $F800 1120 CMOVE \ Move the scrolled background to video RAM.
QUITTING @
UNTIL ;
: INSTRUCTIONS
\ Define all UDGs
PAGE
BG0 BG1 BG2 BG3 LASER-G MIS1 MIS2 SHIP1 SHIP2
EN1-1 EN1-2 EN2-1 EN2-2
EN1-1A EN1-2A EN2-1A EN2-2A
EN1-1B EN1-2B EN2-1B EN2-2B
EN3-1 EN3-2 EN3-3 EN3-4 EN3-5 EN3-6
EN3-1A EN3-2A EN3-3A EN3-4A EN3-5A EN3-6A
EN3-INVIS
EXPL1 EXPL2
FUEL-GAUGE
ASTEROID1 ASTEROID2 ASTEROID3 ASTEROID4
14 0 AT-XY ." S-P-A-C-E-R"
CR
CR ." v0.2 Copyright 2024 L.C. Benschop"
CR
CR ." Cursor keys to control your ship " 8 EMIT 14 EMIT
CR ." Keys 1, 2, 3 set rate of ascent/descent"
CR
CR ." SPACE fires your laser."
CR ." Be careful, do not overheat!"
CR ." Destroy all enemy ships with your laser"
CR
CR ." Descend into tunnel when low on fuel"
CR
CR ." Asteroids " 149 EMIT 150 EMIT SPACE SPACE ." you cannot destroy"
CR ." " 151 EMIT 152 EMIT
CR ." Navigate around them."
CR
CR
CR 13 EMIT 19 EMIT 10 SPACES ." 50 points"
CR
CR 12 EMIT 18 EMIT 10 SPACES ." 60 points"
CR
CR SPACE 143 EMIT 144 EMIT
CR 141 EMIT 142 EMIT 10 SPACES ." 75 points"
CR SPACE 145 EMIT 146 EMIT
0 29 AT-XY RANDOMIZE
;
: SPACER
INSTRUCTIONS
BEGIN
INITIALIZE-GAME
BEGIN
INITIALIZE-LEVEL
MAINLOOP
#SHIPS @ 0=
UNTIL
3 12 AT-XY ." Game Over !!! Play again (Y/N)?"
500 MS 0 $200 C!
KEY DUP $4E = SWAP $6E = OR
UNTIL
PAGE
;
SPACER